Author Topic: Canceling Animations [Solved]  (Read 849 times)

Edit: What about canceling special animations, like walk or crouch? Is that possible, and if so, how?
« Last Edit: April 08, 2013, 12:45:10 AM by tommybricksetti »

3 is not safe to use. You likely wouldn't realize that while testing though, because you're not likely to talk to an empty server.

There also are no slots past 3.

EDIT: I'm pretty sure that 2 is used for sitting.

is there a way to cancel a thread? besides overwriting it with playthread root?

No, that is the way to cancel a thread.

2 is used for weapon animations like armattack, along with all the brick control animations.

Is it possible to cancel crouching onDeath? It seems like the death animation overrides all of those, but if I don't play that, the other animations continue.

Is it possible to cancel crouching onDeath? It seems like the death animation overrides all of those, but if I don't play that, the other animations continue.

Modify armor::onDisabled in a package or modify dataBlockName::onDisabled for a specific playertype.

EDIT: I'm pretty sure that 2 is used for sitting.

No, sitting uses the action slot (player::setActionThread), as does movement, jumping, etc.
« Last Edit: April 07, 2013, 08:33:38 PM by Port »


No, sitting uses the action slot (player::setActionThread), as does movement, jumping, etc.
How do I edit that?

How do I edit that?

%obj.setActionThread( "thread name" );

%obj.setActionThread( "thread name" );
YESSSS that worked!

No, sitting uses the action slot (player::setActionThread), as does movement, jumping, etc.

Wierd, playing root on slot two while mounted makes you stand up. Maybe mounting just plays the sit emote on slot two. :/

EDIT: Herr, bump. I should remember to check the dates before posting.
« Last Edit: April 10, 2013, 08:46:14 PM by Xalos »